Adventure Two, One Hundred Thirty Second Turn

Sarka, southwest farm, the fallows, Klos 19th, 350AC, 14:20  (underground, 65 degrees, half moon)

[audio:https://gwevolution.netfarious.net/wp-content/uploads/2012/01/battledragon.mp3|autostart=yes]

Badder thug 5, standing alone and without his crossbow, drops and burrows into the earth, disappearing from sight.

Assassin 2 slips backwards into the woods and retreats out of sight.

Ragnor tries to climb up a shroom trunk and jump onto the beetle’s back.  (10): 00 1 = black!  Result:

  • 1       unable to climb shroom
  • 2-3  falls from shroom onto ground
  • 4      falls at beetles feet and may be kicked/stepped on
  • 5      hits beetle’s back but slides along shell and off other side (may be stepped on)
  • 6      just a bad jump and lands on ground without further harm

The roll: 4.    Ragnor falls down between the beetles huge legs, and it tries to squish him.  stunned from last turn so (12): 1 0 = white.

Phallon stands up and mental blasts assassin 2 before he moves out of sight (10): 20 7 = white.

Arvak tries to get onto the beetle’s back again.  He must make a successful dodge roll to get by the horn and mandibles.  (8): 9 6 = orange.  The beetle gets the first attack on him, and tries to gash him with its horn (12): 5 8 = blue.  Arvak dodges and leaps onto its back (18): 6 9 = yellow, so no problem.

Zeebo runs and dodges towards the southeast and tries to life leech the beetle.  He must make a successful IN check/dual brain roll to avoid Arvak with his life leech.  IN check (9): 8 7 = green.  He attempts life leech, but unfortunately “sprained” his power on a previous turn and nothing happens.

Initiative

  • Ragnor  0 = automatic win
  • Beetle    8 + 2 = 10
  • Phallon 7 + 2 = 9
  • Zeebo    6 + 2 = 8
  • Arvak    6 + 1 = 7
  • Badders  2 + 2 = 4

Adventure Two, One Hundred Thirty First Turn

Sarka, southwest farm, the fallows, Klos 19th, 350AC, 14:19  (underground, 65 degrees, half moon)

[audio:https://gwevolution.netfarious.net/wp-content/uploads/2012/01/thundarrend.mp3|autostart=yes]

Badder thug 5 hustles north to A7 on the map, then starts reloading his crossbow.

There is no sign of Assassin 1.  Assassin 2 fires his crossbow at Zeebo.  (9): 80 4 = green.  Zeebo’s dodge roll (13): 8 4 = yellow.  A miss!

Zeebo uses telekinesis on badder thug 5.  (12): 5 5 = blue.  The badder’s PS save (6): 50 9 = white.  His crossbow goes sailing out of his hands, before he can reload it.

Phallon attempts fear generation, but cannot: he used it last turn, it can only be used once every 5 turns.  (Its fear effect is continuing to work on assassin 1.)

Ragnor uses regeneration (11): 30 7 = white.  Not this turn.  He moves back towards the battle (at 1/2 speed due to attempted mutation use) and makes it to E10, about 10m east of the huge beetle.

The rhinoceros beetle pivots and swings its head/horn around in a wicked arc, at Arvak.  (X): 5 3 = green.  BD15 – 4ac = 11 x 2RF = 22 points of damage.  Arvak’s kinetic negation (12): 2 4 = white.  Down to 50 hit points.  Arvak’s PS save vs slam (11): 9 7 = orange.  The blow wallops him in the side, yet he withstands it and is merely staggered (-1CS to actions).

Arvak attacks the beetle with his hammer (17): 8 7 = orange.  BD14 – 7ac = 7 x 4RF = 28 points of damage.  The beetles PS save vs slam (X): 7 6 = yellow, so stunned.

Initiative

  • Badders      8 + 2 = 10
  • Ragnor        5 + 2 = 7, tie breaker 2
  • Phallon       5 + 2 = 7, tie breaker 1
  • Arvak          3 + 1 = 4
  • Beetle          1 = automatic loss, tie breaker 0
  • Zeebo          1 = automatic loss, tie breaker 1

Adventure Two, One Hundred Thirtieth Turn

Sarka, southwest farm, the fallows, Klos 19th, 350AC, 14:19  (underground, 65 degrees, half moon)

Ragnor pulls out his accelera dose, and injects it into himself.  Pfffffffff.  The ancient medicine accelerates his healing process and he gains (8 9 0 4) 31 hit points.  Up to 59.

Badder thug 5 levels his crossbow at Zeebo and fires.  Zeebo dodges (13): 7 2 = green.  The shot (8): 20 2 = white.

Assassin 1 ducks back out of view.

Assassin 2 reloads his crossbow.

Zeebo’s also uses telekinesis on the badder’s crossbow.  (12): 5 0 = blue.  PS save (6): 70 1 = blue.  The badder keeps the weapon.

Phallon moves to under the assassin’s shroom, and hunkers down beside the fallen shroom trunk, out of sight of the other assassin.  He still does not see a way up into the canopy.

Arvak pummels the beetle’s head with his hammer.  (18): 8 3 = yellow.  BD14 – 7ac = 7 x 3RF = 21 points of damage.  Telekinetic force (10): 4 3 = white.  PS save vs slam (X): 1 9 = white, so the beetle is stunned.

The beetle moves a few paces up to the shroom stalk, and tries to scrape Arvak off on the trunk.  (12): 6 7 = blue.  BD12 – 4ac = 8 points of damage.  Kinetic negation (12): 7 2 = green, negates 6 points of damage, so only 2 points takenDown to 72 hit points and no slam.  Arvak makes a DX check to stay on the beetle (8): 2 4 = white.  He flies off and tumbles to the ground.

Initiative

  • Badders  9 + 2 = 11
  • Zeebo      6 + 2 = 8
  • Phallon   4 + 2 = 6
  • Ragnor    1 = automatic loss, tiebreaker 9
  • Beetle      1 = automatic loss, tiebreaker 6
  • Arvak      1 = automatic loss, tie breaker 1

Adventure Two, One Hundred Twenty Nineth Turn

Sarka, southwest farm, the fallows, Klos 19th, 350AC, 14:19  (underground, 65 degrees, half moon)

[audio:https://gwevolution.netfarious.net/wp-content/uploads/2012/01/gw-the-immortals.mp3|autostart=yes]

Badder thug 5 was probably soiling himself last turn, but now that the armored cavalry has arrived to engage Arvak, he reloads his crossbow.

Assassin 1 looks down at Phallon, shifts his aim to the treasonous badder thug 2, and fires.  (11): 50 7 = blue.  BD12 – 3ac = 9 points of damage.  The bolt nails him in the chest, and he drops dead.  (He took a lot of punishment from Arvak previously)

Assassin 2 lifts his crossbow and fires at Phallon.  (9): 80 0 = green.  BD12 – 4ac = 8 x 2RF = 16 points of damage.  Phallon is down to 23 hit points.

Ragnor moves further away from the combat, and tries to regenerate.  (5): 80 8 = green.  His senses come back to him (not delirious anymore), and he gets a bonus of 6 hit points since he only needed a blue to resolve the effect.  He is up to 28 hit points.  He would be at E13 on the map.  His night vision allows him to see pretty well, thanks to the dim lights.  This area of the fallows is flat, with a similar spacing of shroom stalks, and a number of small insects moving about, although none seem threatening.

The rhinoceros beetle attacks Arvak with its horn again (X): 1 8 = white.

Phallon moves under assassin 1.  One of his brains focuses on finding a way up, but there isn’t anything obvious here (see my comment last turn).  The other brain uses fear generation on the assassin.  (14): 40 4 = blue.  MS save on fear table (8): 70 1 = blue.  The assassin’s actions are now at 1/2 columns for the next 5 turns.

Arvak tries to duck past the beetle’s massive horn, then leap onto its back.  For these types of actions (similar to charging someone wielding a pike), I’ll give the beetle first initiative (although that already happened).  It has to miss (which also happened), and Arvak has to make a successful dodge roll, or else he cannot attempt the action (without impaling himself).  Arvak’s dodge roll (8): 7 3 = blue.  Arvak makes a jumping/leaping roll, and needs to avoid a black (18): 3 1 = white.  He dodges the horn and leaps.  He lands with his upper body on top of the head, and his legs dangling, but he easily hauls himself up.

Zeebo uses telekinesis on badder thug 5.  (12): 8 8 = yellow.  The badder makes a PS save to hold onto his crossbow.  (6): 90 7 = orange.  Wow, he keeps it.  Zeebo slashes with his monoknife (7): 1 0 = white.

Initiative

  • Ragnor   9 + 2 = 11
  • Badders  8 + 2 = 10
  • Zeebo      7 + 2 = 9
  • Phallon   6 + 2 = 8
  • Arvak      6 + 1 = 7
  • Beetle      3 + 2 = 5

Adventure Two, One Hundred Twenty Eighth Turn

Sarka, southwest farm, the fallows, Klos 19th, 350AC, 14:19  (underground, 65 degrees, half moon)

[audio:https://gwevolution.netfarious.net/wp-content/uploads/2012/01/supermanb.mp3|autostart=yes]

Ragnor staggers off deeper into the fallows, trying to put some shrooms between him and the beetle.  DX check to avoid tripping or running into a shroom on a black roll (5): 70 9 = blue.  He moves about 15m to the northeast and makes it to what would be E10 if the map extended that far.

Arvak and badder thug 6 attack one another this turn.  Arvak grips his warhammer and runs forward at him, nostrils flaring.  The badder, with wide eyes, raises his now loaded crossbow to fire what may be a very close range shot.  Arvak strikes just before the shot can be fired.  (18): 8 3 = yellow.  BD14 – 3ac = 11 x 3RF = 33 points of damage.  The badder is slammed backwards, strikes the shroom trunk, and bounces off (dead).

The remaining badder thug fires his crossbow at Arvak.  (8): 10 3 = white.  Thrummm!  The bolt sails past him.

The two assassins reload their crossbows.

Phallon picks up a mace (from dead badder thug 1) and moves to the southeast, until he is at C3 on the map.  He is looking way up into the canopy at assassin 1, and tries to mental blast him.  (10): 30 3 = white.

The loyal badder walks over to dead badder thug 1, and picks up the crossbow.  He then spends the remainder of the turn reloading it.

Zeebo runs south and attacks the freshly killed but not fallen thug 6 who is bouncing off the shroom trunk from Arvak’s blow.  Bonus of +3 CS for attacking from behind (10): 8 6 = yellow.  BD 9 – 2ac (halved from 3ac rounded up) = 7 x 3RF = 21 points of damage.  The knife is rammed into the badder’s back, its point just emerges out of the badder’s chest.  Then it collapses to the ground, sliding easily off the blade.

The rhinoceros beetle runs to the north, towards Arvak.  Ragnor moved out of its path, so he is not at risk for being trampled.  The beetle tries to gouge Arvak with its horn (X): 4 7 = green.  BD15 – 4ac = 11 x 2RF = 22 points of damage.  Arvak’s kinetic negation (12): 9 3 = orange.  He negates 12 points of damage, and doesn’t have to roll vs slam.  Only 10 points of damage taken, now at 74 hit points.

Initiative:

  • badders   0 = automatic win
  • Ragnor    9 + 2 = 11, tie breaker 3
  • Beetle      9 + 2 = 11, tie breaker 2
  • Phallon   9 + 2 = 11, tie breaker 1
  • loyal badder  7 + 2 = 9
  • Arvak      7 + 1 = 8
  • Zeebo      4 + 2 = 6

Adventure Two, One Hundred Twenty Seventh Turn

Sarka, southwest farm, the fallows, Klos 19th, 350AC, 14:19  (underground, 65 degrees, half moon)

[audio:https://gwevolution.netfarious.net/wp-content/uploads/2011/12/thundarrend.mp3|autostart=yes]

Phallon moves up to a fallen badder and takes his weapons.  (There is a mace, an unloaded crossbow, and crossbow bolts in a leg quiver, which are taken?)

The loyal badder attacks the flittering arskarryl with his mace.  (6): 90 9 = red.  BD8 – 4ac = 4 x 5RF = 20 points of damage.  The bug is totally crunched and flies off through the air, landing in a wet heap.

The rhinoceros beetle stops, rotates, and attacks Ragnor with its horn.  (X): 7 1 = yellow.  BD15 – 6ac = 9 x 3RF = 27 points of damage.  Down to 22 hit points.  Skeletal enhancement vs slam (11): 30 3 = white.  PS save vs slam (10): 90 7 = orange.  Merely staggered (so additional -1CS to physical actions for just this turn).

Arvak runs over to badder 3, and swings his hammer.  (18): 7 8 = yellow.  BD14 – 3ac = 11 x 3RF = 33 points of damage.  The hammer hits the badder right in the center of his chest, and he drops like a stone.

Ragnor staggers away from the beetle, and tries regeneration (4): 60 1 = white.

The two remaining enemy badder thugs reload their crossbows.

Badder assassin 1 pokes his head down from the mushroom caps at about D3 and fires his crossbow at (APZ6) Zeebo.  Zeebo’s dodge (13): 5 8 = blue, so attackers need a green to hit.  (10): 20 7 = white.

Badder assassin 2 moves uphill a bit, and fires at (APZ5) Zeebo.  (8): 30 6 = white.

Zeebo life leeches.  vs badder 5 (9): 2 4 = white.  vs badder 6 (9): 0 5 = black.  1 = misjudged distance and rolls attack vs Arvak, 2 = Zeebo gives hp away, 3 = no power next turn, 4 = no power next hour, 5 = no power next day, 6 = nothing.  4.  Life leech unavailable for an hour.

Initiative

  • Ragnor  0 = automatic win
  • Arvak  9 + 1 = 10, tie breaker 9
  • Badders  8 + 2 = 10, tie breaker 1
  • Phallon 6 + 2 = 8
  • loyal badder 3 + 2 = 5
  • Zeebo  2 + 2 = 4, tie breaker 5
  • Rhinoceros beetle  2+ 2 = 4, tie breaker 2

Adventure Two, One Hundred Twenty Sixth Turn

Sarka, southwest farm, the fallows, Klos 19th, 350AC, 14:18  (underground, 65 degrees, half moon)

[audio:https://gwevolution.netfarious.net/wp-content/uploads/2011/12/battledragon.mp3|autostart=yes]

The rhinoceros beetle bucks a couple of more times, and then charges forward towards (and over) Ragnor.  In the time it takes for it to get there, several other actions will occur first.

Arskarryl 6 attacks Ragnor.  (3): 8 3 = blue.  Its claw snips Ragnor, causing a lot of pain.  1 point of damage, down to 49 hp.  MS save vs pain (C): 90 6 = blue (yes, really).

Arskarryl 7 tries to attack Phallon, but as it flies around, Phallon hides behind badder 2.  The badder also tries to stay in front of him, and is continuing to swat at the bug.  The bug attacks badder 2 (3): 6 1 = white.

The badders (3,5, and 6) now have loaded crossbows, and although there are multiple targets, they are watching Arvak ride the rhinoceros beetle (while pounding on it) right in front of them.  They fire at him (like a reverse drive-by).  Bonuses for engaged/distracted/off balance target offset by bucking motion of target.

Badder 3 (8): 40 3 = white.

Badder 5 (8): 70 5 = green.  Kinetic Negation (12): 3 7 = white.  BD 12 – 4ac = 8 x 2RF = 16 points of damage.  Down to 68 hit points.

Badder 6 (8): 00 9 = white.

Assassin 1 moves back behind the cover of the mushroom cap he is standing on (gone from view).  Assassin 2 reloads his crossbow.

Arvak has to make a balance (DX) roll to stay on the giant beetle (8): 3 0 = white.  He loses his footing and slides/falls off the shell onto the ground.  Falling damage roll (2): 0 2 = black.  The landing is on soft mulch so no damage taken.  Arvak makes a DX roll to stay or roll onto his feet (8): 6 7 = blue.

Badder 2 (the good one) attacks the arskarryl with his mace.  (6): 50 0 = white.

Ragnor attacks arskarryl 6.  He is still at 1/2 columns for delirium.  Claw 1 (9): 00 0 = red.  BD6 – 4ac = 2 x 5RF = 10 points of damage.  The arskarryl dies but is savaged further.  Claw 2 (9): 80 1 = green4 more points of damage.  Bite (9): 90 9 = red.  BD10 – 4ac = 6 x 5RF = 30 points of damage.  The arskarryl is completely shredded and crushed, and looks like the contents of a trash pit outside a crab shack.  Or, Ragnor could have completely eaten it.  His choice.

The rhinoceros beetle now tramples over the area where Ragnor stands.  The trampling attack (beetle still stunned from Arvak’s last hit, so roll is on the 12 column): 3 3 = white.  Fortunately it passes Ragnor without squishing him under its many legs.

Phallon uses fear generation (14): 10 4 = white.  No effect.

Zeebo moves up to the mushroom trunk at A4 and life leeches.  (9): 3 3 = white.  No effect.  He cannot use telekinesis as his target is gone.  (Perhaps he lashes out with it, but there is no effect)

Initiative

  • Phallon  0 = automatic win
  • Loyal badder  7 + 2 = 9
  • Beetles              5 + 2 = 7
  • Arvak                4 + 1 = 5
  • Ragnor              2 + 2 = 4
  • Badders            1 = automatic loss, tie breaker 7
  • Zeebo                1 = automatic loss, tie breaker 3

Adventure Two, One Hundred Twenty Fifth Turn

Sarka, southwest farm, the fallows, Klos 19th, 350AC, 14:18  (underground, 65 degrees, half moon)

[audio:https://gwevolution.netfarious.net/wp-content/uploads/2011/12/technofight.mp3|autostart=yes]

Zeebo life leeches (9): 9 4 = yellow.  He gains a single hit point, up to 64.  Telekinesis (12): 2 5 = white.  The arskarryl drops dead at his feet.

Phallon dodges (8): 20 1 = white.  He tries loyalty touch on badder 2 (11): 70 6 = green.  Badder MS save (8): 70 7 = blue.  The badder becomes his ally (see below).

The rhinoceros beetle starts to jump and buck, trying to throw Arvak off.  It also flicks up its wing cases for a second to try and bludgeon him (12): 1 7 = white.  Arvak must make a balance roll to stay on (8): 9 3 = yellow.

Arskarryl 6 continues to chase and attack Ragnor.  (3): 3 1 = white.

Arskarryl 7 attacks (PAR1) Phallon.  (3): 6 1 = white.

Arvak strikes the beetle again with his hammer (18): 4 5 = green.  BD14 – 7ac = 7 x 2RF = 14 points of damage.  Slam table (12): 6 7 = blue.  Telekinetic force (10) 2 8 = white.  The beetle’s body slams back down into the earth.  (Still alive, just stunned again.)

Badder 2, now trying to aid Phallon, swings his mace at the hovering arskarryl.  (9): 20 4 = white.

Badders 3, 5, and 6 reload their crossbows.

Assassin 1 fires down from his mushroom perch, at (ZP2) Zeebo.  (13): 30 4 = white.

Assassin 2 fires at (AR4) Ragnor.  (11): 40 5 = white.  He then moves to E1.

Ragnor life leeches on column C.  Targets are arskarryl 6: 30 9 = white.  Assassin 2: 90 0 = blue.  Arvak: 00 3 = black.  Beetle: 10 9 = black.

Black roll 1 = give own health away, 2 = give assassin’s health away, 3 = cant use power next turn, 4 = cant use power for an hour, 5 = can’t use power for day, 6 = nothing.  5.  Life leech unavailable.  Second black roll same as above except 3-6 = nothing.  6.  Ragnor gains 6 hit points.  Up to 50.

Initiative

  • Beetles   9 + 2 = 11
  • Badders 8 + 2 = 10, tie breaker 6
  • Arvak     9 + 1 = 10, tie breaker 4
  • Badder ally  5 + 2 = 7
  • Ragnor   4 + 2 = 6, tie breaker 0
  • Phallon  4 + 2 = 6, tie breaker 9
  • Zeebo     1 = automatic loss

Adventure Two, One Hundred Twenty Fourth Turn

Sarka, southwest farm, the fallows, Klos 19th, 350AC, 14:18  (underground, 65 degrees, half moon)

[audio:https://gwevolution.netfarious.net/wp-content/uploads/2011/12/deathstalker.mp3|autostart=yes]

Phallon turns his attention to the various bugs around him.  One of his brains lashes out at the rhinoceros beetle with mental blast (10): 80 6 = yellow.  BD5 x 3RF = 15 points of damage.  His other brain focuses on his physical action.  He takes a step back and uses sun ray hands (12): 50 2 = blue.  Cones of intense light flare from his hands, and all 3 arskarryl attacking him are torched (12 points of damage each), and drop to the ground.  Mmmmm, steamed crabs anyone?

Arskarryl 4 attacks Zeebo.  (5): 7 5 = blue1 point of damageDown to 57 hit points.  MS save vs pain/distraction (9): 2 5 = white + 1RS for dual brain = blue.

Arskarryl 6 attacks Ragnor.  (3): 5 3 = white.

Arskarryl 7 attacks Arvak.  (3): 9 2 = blue.  Kinetic negation (12): 2 8 = white1 point of damageDown to 90 hit points.  MS save vs pain/distraction (11): 1 8 = white = stunned for turn.

The rhinoceros beetle continues to attack, pivoting around the shroom trunk, as Ragnor turns and starts to run.  (X): 4 4 = green.  BD 15 – 6ac = 9 x 2RF = 18 points of damageDown to 38 hit points.  Save vs stun (11): 80 5 = yellow.

Badder thug 2 moves north and attacks (ZP4) Phallon with his mace.  (10): 30 4 = white.

Badder thug 3 fires his crossbow at (AR3) Arvak.  (8): 30 7 = white.

Badder thug 5 runs east, away from Ragnor and the giant beetle.

Badder thug 6 fires his crossbow at Arvak (8): 10 7 = white.

Both assassins reload their crossbows.

Ragnor runs screaming towards the south.  He can move half his total movement and still attack via life leech.  Delirium only reduces movement by 10%, so he runs about 15 meters.  Life leech (C) vs Arvak 70 4 = blue, badder 5 10 5 = black, badder 6 30 3 = white, arskarryl 6 00 1 = black, arskarryl 7 60 6 = white, rhinoceros beetle 30 6 = white.

black result:  1 = power doesn’t work this turn and can’t use for an hour, 2 = power gone for an hour, 3 = power doesn’t work this turn (but still can use it), 4 = gives away own hit points to enemies, 5-6 = nothing.  5.  Arvak loses 6 hit points (down to 84), and Ragnor gains it (up to 44).

Arvak brings his hammer around in an arc and slams it into the beetle.  Reduced due to stun (11): 8 7 = yellow.  BD14 – 7ac = 7 x 3RF = 21 points of damage.  Save vs slam (X): 1 7 = white.  Slam table (X): 3 9 = green.  The beetle’s legs flex, and its underside bounces off the ground.  It is stunned for next turn.  The hit also trigger’s Arvak’s telekinetic force (10): 5 4 = blue.  The shockwave doesn’t do further damage to the beetle as its legs act like shocks, and the ground is soft.  But it does launch the badder and the arskarryl 10 meters away.  The small bug flutters around like crazy with its noisy wings, and a falling damage is rolled vs the badder on column (1): 0 6 = black.  The badder lands on his feet, unharmed.

Zeebo judges Phallon to be just at the edge of life leech range.  He steps back a pace or two and uses it (9): 9 3 = yellow.  He gains 6 hit points from arskarryl 4.  Up to 63.  It is still flying and attacking.  He uses telekinesis to try to knock it away (12): 0 9 = white.

Initiative

  • Zeebo   0 = automatic win
  • Phallon 5 + 2 = 7, tie breaker 0
  • beetles  5 + 2 = 7, tie breaker 7
  • Arvak    5 + 1 = 6, tie breaker 6
  • badders 4 + 2 = 6, tie breaker 5
  • Ragnor  2 + 2 = 4

Adventure Two, One Hundred Twenty Third Turn

Sarka, southwest farm, the fallows, Klos 19th, 350AC, 14:18  (underground, 65 degrees, half moon)

[audio:https://gwevolution.netfarious.net/wp-content/uploads/2011/12/MKTechno.mp3|autostart=yes]

Zeebo, stunned and lying on the ground, attempts telekinesis.  Each brain (of the dual brain mutation) has its own mental mutations, which can be used once a turn.  Thus telekinesis can only be used once (unless both brains had the same mutation).  Zeebo would normally have known this, but he’s not thinking too clearly from the previous hit.  Mutation at 1/2 columns due to stun (6): 0 5 = 1 0 = white.

Ragnor, delirious, tries to rip up the remaining arskarryl on him.  Claw 1 (9): 60 0 = blue.  bd6 – 4ac = 2 points of damage.  Claw 2 (9): 10 4 = white.  Bite (9): 30 3 = white.

Badder thug 2, stunned, slowly picks himself up, and moves up to D2 on the map.

Badder thug 3 reloads his crossbow.

Badder thug 5 did not do much damage to Ragnor, but perhaps doesn’t realize this since Ragnor was simultaneously struck by the crossbow bolt last turn.  He swings his mace again (8): 60 7 = blue, downgraded to a white from skeletal enhancement.  It makes a noise like ‘ump’.

Badder thug 6 reloads his crossbow.

Assassin 1 fires at (A,R2) Arvak.  Bonuses for position/situation are offset by Arvak’s running/jumping (8): 20 8 = white.

Assassin 2 fires at (APRZ1) Arvak.  (8): 70 4 = blue.  Kinetic negation (12): 5 6 = blue.  bd12 – 4ac = 8 – 3 kinetic negation = 5 points of damage Hit points down to 92.

Arvak tries to jump onto the beetle.  He is almost 3 meters tall, and the beetle’s back is 3 meters high.  He can use momentum, moving downhill, and can hop up on the trunk of the fallen pod to jump over to the beetle.  He can normally make a long jump of around 23 meters or so, or vault over a 7 meter height.  This shouldn’t be a problem, unless the badders have waxed the beetle shell, in which case Arvak would slide off like Beau Duke.  Jumping/leaping roll (18): 7 4 = yellow.  Arvak jumps, and comes down right next to badder 6, and gets to make another charging attack (18): 0 6 = white.  Whoops, misjudges it and runs a few paces past his target, but he is on the beetle now!

Rhinoceros Beetle attacks (P/Z vs R 5) Ragnor.  It moves up and pivots clockwise (like a tank on treads), jamming its horn at Ragnor.  (X): 4 9 = green.  bd15 – 6ac = 9 x 2RF = 18 points of damageHit points down to 58.  CN save vs slam (helped by skeletal enhancement – 11): 30 9 = white.  CN save on the slam table (11): 80 8 = yellow.  He is stunned next turn.  On top of the delirium, that will put his physical actions at 1/4 columns.

Arskarryl 1 attacks Phallon (5): 2 4 = white.

Arskarryl 2 attacks Phallon (5): 4 3 = white.

Arskarryl 3 attacks (PZA1) Phallon (5): 2 0 = white.

Arskarryl 4 attacks (PZR3) Zeebo (5): 7 9 = blue1 point of damageHit points to 58.  MS save (9): 2 1 = white +1RS to blue.

Arskarryl 6 attacks Ragnor (3): 9 3 = green2 points of damageHit points to 56.  MS save (C): 40 9 = white.  I don’t think the pinching claw or the fluttering wings are going to distract him any further than his current penalty, so no further effect.

Arskarryl 7 attacks (PZA6) Arvak.  (3): 7 8 = blue.  It snips down on one of Arvak’s ears.  1 point of damage (91 hit points).  MS save (11): 8 7 = yellow.

Phallon uses fear generation (14): 20 9 = white.  He eats a kaapra shroom.  Previously it was stated he couldn’t have another until he slept, but I’ll say the accelera dose reset his taste buds.  He gains 2d10 hit points: 0 3 = 13.  Up to 39 hit points.  Willpower (14): 40 3 = blue.  His mouth is on fire, but he can eat more if he wants.  The burny tingling of his wounds actually makes him feel a lot better and kind of masks the aches.

Initiative

  • Phallon  0 = automatic win
  • Beetles  9 + 2 = 11, tie breaker 0
  • Badders  9 + 2 = 11, tie breaker 9
  • Ragnor 8 + 2 = 10
  • Arvak  3 + 1 = 4, tie breaker 4
  • Zeebo 2 + 2 = 4, tie breaker 2